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  1. MechanicConditional

    A Conditional Skill cannot be used until the condition written on that Skill is satisfied. The condition can be a resource threshold, a counter, a movement requirement, or another specific game state.

  2. MechanicAccuracy

    Accuracy Rating determines whether an Attack Hits by being compared with the target's Evasion. Player Attacks also lose Accuracy with distance, while Spells do not use Accuracy.

  3. MechanicAftershock

    An Aftershock is a later burst of area Attack damage created by another impact. Unless the source gives different values, it deals the initial impact's damage in the same area. Individual skills and effects can instead define their own delay, damage, area, count, or position.

  4. MechanicAggravated Ailments

    Aggravated is a persistent state on an individual Bleeding or Ignite Debuff. It makes that Ailment instance deal 100% extra damage until the instance expires.

  5. MechanicAura

    An Aura continuously applies a Buff to eligible allies or a Debuff to eligible enemies within an area around its source. Many player Auras use the character's Presence, but the exact targets, radius, reservation, and effect come from the individual skill.

  6. MechanicChain

    Chain redirects an effect from the enemy it hits to another valid target. A skill that Chains 2 times can hit its first target, then redirect twice and reach up to three different targets if each redirect finds a target in range.

  7. MechanicCompanions

    Companions are powerful Reviving Minions with a separate global limit. By default, you can have only one Companion summoned at a time, regardless of its type or the number of creatures represented by its skill.

  8. MechanicContributes

    Damage contribution decides which parts of a Hit are counted for one named Ailment chance, buildup, or Magnitude calculation. It does not convert the Hit or change the damage types it deals.

  9. MechanicCorpses

    Corpses are remains left by slain enemies. Corpse skills need an eligible corpse on the ground, or a valid substitute supplied by Sacrifice, before they can target, consume, or destroy it.

  10. MechanicCritical Damage Bonus

    Critical Damage Bonus determines how much extra damage a Critical Hit deals. The default player and minion value is +100%, so an otherwise identical Critical Hit deals twice the damage of a non-critical Hit.

  11. MechanicCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.

  12. MechanicDamage

    Damage is classified on three independent axes: source, delivery, and type. A component can come from an Attack, Spell, Thorns, or another source; deal a Hit or damage over time; and deal Physical, Fire, Cold, Lightning, or Chaos damage.

  13. MechanicDamage Conversion

    Damage Conversion changes part or all of one Hit damage type into another. In Path of Exile 2, the converted portion uses only its new damage type for scaling, mitigation, and default ailment contribution. It no longer keeps the old damage type.

  14. MechanicDazes

    Daze is an 8-second debuff that makes the affected target take 50% more Stun Buildup. It does not interrupt the target by itself; it prepares the target for faster Heavy Stuns and enables effects that require a Dazed enemy.

  15. MechanicElemental Ailment Threshold

    Elemental Ailment Threshold is the defensive comparison value used when Elemental Hits try to apply Ignite, Chill, Freeze, Shock, or Electrocution. A higher threshold makes those ailments harder to apply and reduces Freeze and Electrocution Buildup received.

  16. MechanicEnergy Shield Recharge

    Energy Shield Recharge is a recovery process that normally starts after a four-second delay and restores 12.5% of maximum Energy Shield per second. Losing Energy Shield or Life ordinarily interrupts it and restarts the delay. Recharge is Recovery, not Regeneration.

  17. MechanicFire

    Fire Damage is one of the five damage types. Fire Hits apply Flammability, which supplies chance to Ignite, while Fire Resistance mitigates Fire Hits and Fire damage over time separately.

  18. MechanicGain

    Gain is wording used by several different mechanics. On a damage line, gaining damage as extra creates an additional amount of the named output damage without removing the original damage.

  19. MechanicIntimidate

    Intimidate is a debuff that makes the target take 10% increased damage and deal 10% reduced damage.

  20. MechanicLow Life

    A player or monster is on Low Life while its current Life is 35% of maximum Life or lower. Exactly 35% counts as Low Life. Items can replace that threshold or make another resource determine whether the condition is satisfied.

  21. MechanicLow Mana

    A player is on Low Mana while current Mana is 35% of maximum Mana or lower. Exactly 35% counts as Low Mana. Not being on Low Mana begins above 35%, while High Mana does not begin until 65%.

  22. MechanicLucky

    A Lucky value is rolled twice and the better result is used. Luck applies only to the roll named by the modifier, such as Hit damage, Critical Hit chance, Block chance, or Deflect chance.

  23. MechanicOne Handed Weapons

    One-Handed is a weapon classification. One-handed weapons fit in the main-hand slot, but their off-hand options depend on the weapon class. Some can dual wield, some accept a shield or other off-hand item, and some have stricter rules.

  24. MechanicPayoff

    A Payoff skill gains a powerful extra effect when it Hits an enemy affected by a specified Debuff. It often Consumes that Debuff, and it cannot inflict the same Debuff that enables its Payoff effect.

  25. MechanicReturning Projectiles

    Returning Projectiles travel back to the entity that originated them after reaching the end of their travel or hitting their final target.

  26. MechanicReveal Weaknesses

    Reveal Weaknesses highlights random sections of a Rare or Unique enemy's Life bar. The highlighted sections total 45% of maximum Life. While the enemy's current Life is inside one of those sections, it has an Open Weakness.

  27. MechanicShapeshift

    Shapeshifting changes the character into a non-human form. Animal forms use the character's normal stats unless a Skill or form says otherwise, and are enabled by a Talisman in the active weapon set.

  28. MechanicStun Recovery

    Stun Recovery shortens the time you are unable to act after being Stunned. It does not reduce the chance of a Light Stun, raise Stun Threshold, prevent a Stun, or make Heavy Stun buildup empty faster.

  29. MechanicSurrounded

    You are Surrounded when at least five enemies are within 3 metres of your character. Surrounded is a condition, not a Buff: it has no duration, does not stack, and grants nothing by itself. Items, passive skills, and Support Gems check whether the condition is currently true and apply their own listed effects while it is.

  30. MechanicUnaffected

    Unaffected means a specified debuff can still be placed on you, but it does not apply its effect while the Unaffected condition is active.

  31. GemAncestral Cry

    Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.

  32. GemAncestral Warrior Totem

    Consume 3 Endurance Charges to Raise a Totem that conjures spirit warriors. Each warrior uses a socketed Mace Skill once, then disappears. Cannot use Channelling Skills or Skills with Cooldowns.

  33. GemApocalypse

    Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.

  34. GemArchon of Chayula

    Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.

  35. Support gemCatharsis

    Supports any Skill you use yourself, causing supported Skill to detonate Volatility that is present on you. Supported Skill can only be used while you have a certain amount of Volatility and cannot support Skills which already have another Condition.

  36. GemCharged Staff

    Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.

  37. Support gemCombo Finisher I

    Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal more damage. Cannot support skills which already Combo.

  38. Support gemCombo Finisher II

    Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo.

  39. Support gemCulmination I

    Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot modify the Skills of Minions.

  40. Support gemCulmination II

    Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot modify the Skills of Minions.

  41. Support gemDauntless

    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a cooldown or another usage Condition.

  42. GemDefiance Banner

    While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.

  43. GemDread Banner

    While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.

  44. Support gemEchoing Cry

    Supports Warcries. Supported Skills Echo twice, and their area grows larger each time, but are less effective and require you to have travelled a certain distance before use.

  45. Support gemGarukhan's Resolve

    Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills have a maximum Critical Hit chance, but will Bifurcate Critical Hit Chance.

  46. GemHammer of the Gods

    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.

  47. Support gemHit and Run

    Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a cooldown.

  48. GemMantra of Destruction

    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.

  49. GemPinnacle of Power

    Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.